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Geometry & Shader Basics - Geometry in Code

We are going to create a few game classes as we progress through the this each covering a certain area. We have an idea of what geometry is now and some structures that are used in MongGame to help represent it on screen, we are now going to look at the code required to create geometry. You might be asking yourself, why are we creating our own geometry to render in code, why don’t we just import a mesh and use that, well, we can, we could just load a mesh and call it’s Draw method, but that’s not going to show you what’s going on under the hood. By creating your own vertex data and sending it to the GPU you will have a better understanding of what’s going on. We are going to look at creating the transform matrixes we need as well as a camera to view the geometry first, along with a base class to then create and draw geometry as well as a camera to view the rendred geometry. We are also going to use the built in MonoGame effect BasicEffect. We can then look at how the geometry is

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